The woman now known as Taize Vesper awoke on the shores of Garund during a violent storm. Staggering inland from the beach, she took shelter in a cave until the storm had passed. When she awoke she realized she was clutching something in her hand – a pendant, formed of jade, in the shape of a crescent moon and with markings in gold, resembling the stages of the moon - an item she recognized as the symbol of Tsukiyo, lord of the Samsaran. With that, she realized what she was. But there was more to it, for from the horns of the crescent hung a pirate ship in miniature and on the palm of the left hand that grasped the pendant was a brand or tattoo, a leaf from which was suspended a single drop of water. Part of her mind recognized both these items; the mark was the symbol of Gozreh and the ship was a model of the Seawraith, vessel of Besmara. Deciding that these items had something to do with her current incarnation she rose and staggered to the shore where she discovered evidence of a shipwreck - and perhaps more – for some of the bodies showed evidence of mortal wounds rather than drowning.

She gathered what she needed to survive from the remains, finding herself gifted with clerical abilities allowing the blessing of the passage of the victims. Upon returning to the cave to rest, she found a magnificent trident leaning against the back wall. Taking this and the items she'd collected, she prepared to set out, though unsure of her location or what direction she should head. As she picked up the pendant to drape it around her neck, she realized that the ship was spinning. As she noticed this it came to a halt, pointing northeast along the beach. Chuckling, she spun it again - and the result was the same. After the third try, she accepted the omen and the direction and has been following it for the past month as she learned more of her new incarnation and abilities. Convinced there is a destiny involved in these events, and wanting to find a way to return to Tian Xia, she has followed the pendant’s guidance to Port Peril and a tavern called the Formidably Maid.

Just a quick question...in case I'm accepted: Can I use a CP to buy an extra trait?

For future reference: CP may be used to get the bonus feat extra traits, giving you two extra traits.

EDIT: Also sent out a thing to all players, except one who I'll see later today. Hope to hear back from most of you, and if you didn't make it, its not finalised yet, so there's stil a little hope left.

Yeah, sorry about that. My hands were kinda tied, with 23 total people applying. I mean, I've been told I'm insane in about 6 different ways by people for accepting even 10; do be confident though that yours was close (and certainly would be a useful contribution to the party).

However, depending on how this works out.... I could potentially accept more players on later, especially if I get an assistant GM.

Speaking of that, if you're so down on your luck, why not try running a game? Its usually what I do when I can't find a game to play in, and it lets you use all of your characters you've made up and have been just dying to use :D

CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6
Defensive Abilities Copy Cat (Su) (6/day)
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OFFENSE
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Spd 15 ft.
Melee Rapier +0 (1d4-1/18-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Copy Cat (Su) (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
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STATISTICS
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Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Childlike
Traits Magical Knack: Cleric, River Rat (marsh or river)
Skills Bluff +6, Escape Artist +1, Perception +5, Profession (Sailor) +7, Ride +1, Stealth +5, Swim +2
Languages Common, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Cleric Domain: Oceans Associated Domain: Water
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Fearless +2 morale bonus vs Fear saves.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 4) (6/day) (Su) Create a wave that can bull rush or drag a target.
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As a young halfling in the Shakles, his father is a dred pirate, well that's what his mother told him, though she couldn't quite remember his name. She said that his father could beat all the 'uncles' that came to stay and bought her drinks, where she worked in the Inn, 'The Bald Parrot' When he was first old enough, he went with his 'uncles', who taught him a thing or two about being a sailor, not to mention some things he'd best not repeat for his mother. As the eldest of the brood of children, 7 in all, it was up to him to look after them.
It was several years ago that his mother, Ginra fell into the harbour coming home from a heavy nights drinking with one of his 'uncles'. At least that's what uncle Captain Cranchr told the authorities and the children. It was then the children were given to the temple of Besmara and cared for, well some of the time, the rest they were given to various sea captains to use as cabin boys and girls. It is strange, but Cleric Frodthak, saw in Cecic a gift, he said given by the Lord of all Pirates, and so taught him the faith of Besmara. He has developed that ever since, its been invaluable when he's been a cabin boy for a sick captain.

Tonight though, he drinks, he's been 3 months at sea and now its time to forget the rigors and hardships and enjoy what the land has to offer, in the nearest Inn.

Yeah, sorry about that. My hands were kinda tied, with 23 total people applying. I mean, I've been told I'm insane in about 6 different ways by people for accepting even 10; do be confident though that yours was close (and certainly would be a useful contribution to the party).

However, depending on how this works out.... I could potentially accept more players on later, especially if I get an assistant GM.

Speaking of that, if you're so down on your luck, why not try running a game? Its usually what I do when I can't find a game to play in, and it lets you use all of your characters you've made up and have been just dying to use :D